示例#1
0
 /// <summary>
 /// Returns whether the pirate attacked last turn
 /// </summary>
 public static PredictionResult AttackedLastTurn(Game game, Pirate p)
 {
     if (p == null)
     {
         return(PredictionResult.NotSure);
     }
     else if (p.HasPowerup(AttackPowerup.NAME))
     {
         return(PredictionResult.NotSure);
     }
     else if (p.TurnsToAttackReload == game.TurnsUntilAttackReload)
     {
         return(PredictionResult.True);
     }
     else
     {
         return(PredictionResult.False);
     }
 }
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            // if the pirate is not carrying treasure OR if he can't move, we cannot do anything
            if (this.myPirate.State != PirateState.CarryingTreasure ||
                !this.myPirate.CanMove)
            {
                return;
            }

            /*
             * bool isEscorted = false;
             * foreach (Pirate ally in game.GetMyFreePirates())
             * {
             *  if (Game.InAttackRange(ally, myPirate, ally.AttackRadius))
             *  {
             *      isEscorted = true;
             *      break;
             *  }
             * }*/

            var sailOptions = game.GetCompleteSailOptions(this.myPirate, this.myPirate.InitialLocation, myPirate.DefenseDuration == 0 && Game.ManhattanDistance(myPirate, myPirate.InitialLocation) > myPirate.MaxSpeed, Terrain.EnemyLocation);

            List <Pirate> closestEnemies = game.GetEnemyClosestPirates(myPirate, PirateState.Free);

            // check all possible destinations for returning home
            foreach (var pair in sailOptions)
            {
                if (sailOptions[0].Value > pair.Value && (game.GetPirateOn(pair.Key) == null || game.GetPirateOn(pair.Key).Owner == Owner.Me))
                {
                    ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                    double prioritize = (pair.Value == 0 ? myPirate.CarriedTreasureValue * 65536 : 5.0 * (pair.Value + 1.0) / (pair.Value));

                    double stayAwayPrioritize = 10;

                    if (closestEnemies.Count > 0)
                    {
                        Pirate enemy = closestEnemies[0];
                        if (Game.ManhattanDistance(enemy, myPirate) > enemy.MaxSpeed)
                        {
                            double distanceToEnemy = Game.EuclideanDistance(pair.Key, enemy);
                            stayAwayPrioritize = 5.0 * (distanceToEnemy) / (distanceToEnemy + 1.0);
                        }
                    }

                    double value = (MOVE_TOWARDS_HOME + prioritize + stayAwayPrioritize - Utils.Pow(pair.Value, 1.3)) * myPirate.CarriedTreasureValue;
                    if (myPirate.HasPowerup(SpeedPowerup.NAME))
                    {
                        value = value * SPEED_POWERUP_MULTIPLYER;
                    }
                    if (game.GetAllMyPiratesCount() > game.ActionsPerTurn)
                    {
                        value += ARMADA_BONUS;
                    }

                    ap.BurnInformation("Made in ReturnTreasureEvent, Value: {0:F3}", value);

                    chooser.AddActionsPack(ap, value);
                }
            }
        }
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            if (!this.myPirate.CanMove || this.myPirate.State != PirateState.Free) //If my pirate can't move, or isn't free he can't Seek&Destroy
            {
                return;
            }

            // get all the enemy pirates with treasure, sorted by their manhattan distance to me
            List <Pirate> enemyPiratesWithTreasure = game.GetEnemyClosestPirates(this.myPirate, PirateState.CarryingTreasure);

            ImpendingDoomState impendingDoom = statesManager.GetState <ImpendingDoomState>();

            double pirateCountMultiplier = (double)game.ActionsPerTurn / (double)game.GetAllEnemyPiratesCount();

            pirateCountMultiplier = pirateCountMultiplier > 1 ? 1.0 : pirateCountMultiplier;

            // If the enemy has treasure
            foreach (Pirate enemy in enemyPiratesWithTreasure)
            {
                if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius - 1))
                {
                    continue; //We are in attack range to AttackEvent. This should be handled by it.
                }
                int distanceLeftForEnemy = Game.ManhattanDistance(enemy, enemy.InitialLocation);

                if (distanceLeftForEnemy <= 1 || distanceLeftForEnemy < Game.ManhattanDistance(this.myPirate, enemy) / game.ActionsPerTurn)
                {
                    continue; //It's too late now, we can't reach him. Douchebag should handle this.
                }
                //get the sailing directions
                ILocateable dest             = enemy;
                int         distanceFromDest = (int)this.myPirate.AttackRadius - 2;
                foreach (Powerup up in game.GetPowerups())
                {
                    if (up is AttackPowerup && Game.OnTrack(myPirate, enemy, up))
                    {
                        dest             = up;
                        distanceFromDest = 0;
                        break;
                    }
                }

                var sailOptions = game.GetCompleteSailOptions(this.myPirate, enemy, 0, distanceFromDest, Terrain.CurrentTreasureLocation, Terrain.EnemyLocation);

                //Get sailing packs - with Value and Burnt information according to the Distance Category from the enemy
                switch (GetDistanceCategory(game, enemy, Game.EuclideanDistance(myPirate, enemy)))
                {
                case DistanceCategory.Close:     //enemy is close to me
                    foreach (var pair in sailOptions)
                    {
                        if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                        {
                            ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                            ap.AddEnemyPirate(enemy);

                            double value = CLOSE_ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Utils.Pow((pair.Value), 1.5) - Game.ManhattanDistance(pair.Key, enemy.InitialLocation);
                            if (impendingDoom.IsDoomIncoming)
                            {
                                value = value * IMPENDING_DOOM_MULTIPLYER;
                            }
                            if (myPirate.HasPowerup(AttackPowerup.NAME))
                            {
                                value = value * ATTACK_POWERUP_MULTIPLYER;
                            }

                            //value *= pirateCountMultiplier;

                            ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: close treasure", enemy.Id, value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }
                    break;

                case DistanceCategory.Medium:     //enemy is in medium range
                    foreach (var pair in sailOptions)
                    {
                        if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                        {
                            ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                            ap.AddEnemyPirate(enemy);

                            double value = MEDIUM_RANGE_ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Utils.Pow((pair.Value) + (game.ActionsPerTurn + 1) / 2 - 2, 1.3) - Game.ManhattanDistance(pair.Key, enemy.InitialLocation);
                            if (enemy.HasPowerup(SpeedPowerup.NAME))
                            {
                                value += ENEMY_WITH_SPEED_UP_AND_TREASURE;
                            }
                            if (impendingDoom.IsDoomIncoming)
                            {
                                value = value * IMPENDING_DOOM_MULTIPLYER;
                            }
                            if (myPirate.HasPowerup(AttackPowerup.NAME))
                            {
                                value = value * ATTACK_POWERUP_MULTIPLYER;
                            }

                            value *= pirateCountMultiplier;

                            ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: medium treasure", enemy.Id, value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }
                    break;

                case DistanceCategory.Far:     //enemy is far away
                    foreach (var pair in sailOptions)
                    {
                        if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                        {
                            ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                            ap.AddEnemyPirate(enemy);

                            double value = FAR_RANGE_ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Utils.Pow((pair.Value) - game.ActionsPerTurn / 3 - 2, 1.2) - Game.ManhattanDistance(pair.Key, enemy.InitialLocation);
                            if (enemy.HasPowerup(SpeedPowerup.NAME))
                            {
                                value += ENEMY_WITH_SPEED_UP_AND_TREASURE;
                            }
                            if (impendingDoom.IsDoomIncoming)
                            {
                                value = value * IMPENDING_DOOM_MULTIPLYER;
                            }
                            if (myPirate.HasPowerup(AttackPowerup.NAME))
                            {
                                value = value * ATTACK_POWERUP_MULTIPLYER;
                            }

                            value *= pirateCountMultiplier;

                            ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: far treasure", enemy.Id, value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }
                    break;
                }
            }
            Pirate closest = null;

            if (game.GetEnemyPiratesCount(PirateState.Free) > 0)
            {
                closest = game.GetEnemyClosestPirates(myPirate, PirateState.Free)[0];
            }
            //if the enemy doesn't have a treasure
            foreach (Pirate enemy in game.GetEnemyPirates(PirateState.Free))
            {
                if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius))
                {
                    continue; //We are in attack range to AttackEvent. This should be handled by it.
                }
                //get the sailing directions
                var sailOptions = game.GetCompleteSailOptions(this.myPirate, enemy, 0, (int)this.myPirate.AttackRadius, Terrain.CurrentTreasureLocation, Terrain.EnemyLocation);

                //Get sailing packs - with Value and Burnt information according to the Distance Category from the enemy
                if (enemy.PowerupCount > 0)
                {
                    switch (GetDistanceCategory(game, enemy, Game.EuclideanDistance(myPirate, enemy)))
                    {
                    case DistanceCategory.Close:     //enemy is close to me
                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = CLOSE_ENEMY_HAS_POWERUP - Utils.Pow((pair.Value), 1.3);
                                if (myPirate.HasPowerup(AttackPowerup.NAME))
                                {
                                    value = value * ATTACK_POWERUP_MULTIPLYER;
                                }

                                value *= pirateCountMultiplier;

                                ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: close powerup", enemy.Id, value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                        break;

                    case DistanceCategory.Medium:     //enemy is in medium range
                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = MEDIUM_RANGE_ENEMY_HAS_POWERUP - Utils.Pow((pair.Value) + (game.ActionsPerTurn + 1) / 2 - 2, 1.2);
                                if (myPirate.HasPowerup(AttackPowerup.NAME))
                                {
                                    value = value * ATTACK_POWERUP_MULTIPLYER;
                                }

                                value *= pirateCountMultiplier;

                                ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: medium powerup", enemy.Id, value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                        break;

                    case DistanceCategory.Far:     //enemy is far away
                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = FAR_RANGE_ENEMY_HAS_POWERUP - Utils.Pow((pair.Value) - game.ActionsPerTurn / 3 - 2, 1);
                                if (myPirate.HasPowerup(AttackPowerup.NAME))
                                {
                                    value = value * ATTACK_POWERUP_MULTIPLYER;
                                }

                                value *= pirateCountMultiplier;

                                ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: far powerup", enemy.Id, value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                        break;
                    }
                }
                else if (enemy == closest || !game.EnemyArmada)
                {
                    if (impendingDoom.IsDoomIncoming)
                    {
                        return;
                    }

                    if (myPirate.CanAttack) //Seek and Destroy a non-treasure enemy only if you can shoot him
                    {
                        if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius))
                        {
                            continue; //We are in attack range to AttackEvent. This should be handled by it.;
                        }
                        //Get sailing packs
                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = Utils.Max(ENEMY_HAS_NO_TREASURE - Utils.Pow(pair.Value, 0.7), 1.0 / (pair.Value + 1.0));
                                if (myPirate.HasPowerup(AttackPowerup.NAME))
                                {
                                    value = value * ATTACK_POWERUP_MULTIPLYER;
                                }
                                value *= pirateCountMultiplier;

                                ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: no Treasure", enemy.Id, value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            if (!this.myPirate.CanMove || this.myPirate.State != PirateState.Free) //If my pirate can't move or isn't free, he can't go to fetch treasures.
            {
                return;
            }

            // Get threatened treasure state
            ThreatenedTreasureState treasureState = statesManager.GetState <ThreatenedTreasureState>();
            // Get all the free treasures and sort them by manhattan distance to me
            List <Treasure> freeTreasures = treasureState.GetSafeTreasures().OrderBy(t => Game.ManhattanDistance(t, this.myPirate)).ToList();


            // calculate the maximum amount of treasures to check
            int maxTreasuresToCheck = (int)Utils.Min(freeTreasures.Count, game.GetMyPiratesCount(PirateState.Free), game.ActionsPerTurn, game.MaxCommandsPerTurn);

            // remove all the excess treasures, based on their value
            Dictionary <int, int> usedTreasuresDict = new Dictionary <int, int>();   // the key is the value of the treasure, and the value is how many treasures with the value are already in the list

            for (int i = 0; i < freeTreasures.Count;)
            {
                if (usedTreasuresDict.ContainsKey(freeTreasures[i].Value))
                {
                    usedTreasuresDict[freeTreasures[i].Value]++;
                    if (usedTreasuresDict[freeTreasures[i].Value] > maxTreasuresToCheck)
                    {
                        freeTreasures.RemoveAt(i);
                    }
                    else
                    {
                        i++;
                    }
                }
                else
                {
                    usedTreasuresDict.Add(freeTreasures[i].Value, 1);
                    i++;
                }
            }


            double multiplyer = Utils.Pow(1 - ((double)game.GetMyPiratesCount(PirateState.CarryingTreasure)) / game.GetMyPiratesCount(PirateState.Free, PirateState.CarryingTreasure), 2);

            // try to sail to each treasure
            foreach (Treasure t in freeTreasures)
            {
                if (game.GetPirateOn(t) != null) // there is a pirate where the treasure is, most likely a drunk one. Leave it be.
                {
                    continue;
                }

                ILocateable dest = t;
                // search for a speed powerup on the way to the treasure
                foreach (Powerup up in game.GetPowerups())
                {
                    if (up is SpeedPowerup && Game.OnTrack(myPirate, t, up))
                    {
                        dest = up;
                        break;
                    }
                }

                var sailOptions    = game.GetCompleteSailOptions(this.myPirate, dest, Terrain.EnemyLocation, Terrain.CurrentTreasureLocation);
                int maxActionsUsed = (int)Utils.Min(this.myPirate.MaxSpeed, game.ActionsPerTurn, Game.ManhattanDistance(this.myPirate, dest));

                foreach (var pair in sailOptions)
                {
                    if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place
                    {
                        ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                        ap.AddTreasure(t);

                        double returnDistance = Game.ManhattanDistance(this.myPirate.InitialLocation, t);
                        double maxDistance    = game.Rows + game.Collumns;
                        double value          = (FETCH_VALUE - Utils.Pow(pair.Value, 0.9)) * multiplyer * ((maxDistance - returnDistance) / (maxDistance));
                        if (game.GetTreasuresCount(TreasureState.BeingCarried, TreasureState.Taken) == 0 && Game.ManhattanDistance(pair.Key, this.myPirate) == maxActionsUsed)
                        {
                            value += GAME_START_MULT;
                        }
                        value *= t.Value;
                        if (myPirate.HasPowerup(SpeedPowerup.NAME))
                        {
                            value *= SPEED_POWERUP_MULTIPLYER;
                        }

                        ap.BurnInformation("Made in FetchTreasureEvent. Fetching Treasure: {0}, value: {1:F3}", t.Id, value);

                        chooser.AddActionsPack(ap, value);
                    }
                }
            }
        }
示例#5
0
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            if (this.myPirate.State != PirateState.Free)
            {
                return;
            }

            bool inRisk = false; // Is my pirate in risk of shooting right now?

            foreach (Pirate threat in game.GetEnemyPirates(PirateState.Free))
            {
                if (Game.InAttackRange(threat, myPirate, threat.AttackRadius) || Game.ManhattanDistance(threat, myPirate) <= threat.MaxSpeed)
                {
                    inRisk = true;
                    break;
                }
            }

            bool isDouche = game.GetPirateSpawnOn(myPirate) != null && game.GetPirateSpawnOn(myPirate).Owner == Owner.Enemy; // If my pirate is a douche, he shouldn't ram the enemy since spawn-blocking is better.


            // try to attack every enemy pirate which is carrying a treasure / which is free
            foreach (Pirate enemy in game.GetEnemyPirates(PirateState.CarryingTreasure, PirateState.Free, PirateState.Drunk))
            {
                //safe attack a treasure carrier
                if (enemy.State == PirateState.CarryingTreasure)
                {
                    if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius - 1) && //in close range - enemy can't escape
                        game.IsAttackPossible(this.myPirate, enemy) && //can fire
                        (!inRisk || isDouche))    // it's safe to shoot (a douche shouldn't care if it's safe or not to shoot - he has nothing to lose)
                    {
                        ActionsPack ap = ActionsPack.NewCommandPack(game, new AttackCommand(this.myPirate, enemy), this.Id);

                        double value = ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue;
                        if (myPirate.HasPowerup(AttackPowerup.NAME))
                        {
                            value *= ATTACK_POWERUP_MULTIPLYER;
                        }

                        ap.BurnInformation("Made in AttackEvent, case: shoot treasure. Value: {0:F3}", value);

                        chooser.AddActionsPack(ap, value);
                    }
                    else if ((Game.ManhattanDistance(enemy, enemy.InitialLocation) <= enemy.MaxSpeed || inRisk || !myPirate.CanAttack || myPirate.TurnsToAttackReload > enemy.DefenseDuration) && enemy.MaxSpeed < myPirate.MaxSpeed && !enemy.HasPowerup(SpeedPowerup.NAME))// ram
                    {
                        if (!isDouche || (!myPirate.CanDefend && inRisk && Game.ManhattanDistance(enemy, enemy.InitialLocation) > enemy.MaxSpeed))
                        {
                            // ram his predicted location
                            Location predictedLocation = game.PredictMovement(enemy);

                            // if there is no predicted location, try to ram his current location
                            if (predictedLocation == null)
                            {
                                predictedLocation = enemy.Location;
                            }

                            if (Game.ManhattanDistance(predictedLocation, myPirate) <= myPirate.MaxSpeed) // too far to ram
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, predictedLocation), this.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Game.ManhattanDistance(myPirate, enemy);
                                ap.BurnInformation("Made in AttackEvent, case: ram treasure. Value: {0:F3}", value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                    }
                    else if (enemy.DefenseDuration > 0 && myPirate.TurnsToAttackReload < enemy.DefenseDuration &&
                             Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius - 1))
                    {
                        var sailOptions = game.GetCompleteSailOptions(this.myPirate, enemy.InitialLocation, 0, 0, this.myPirate.MaxSpeed, this.myPirate.DefenseDuration == 0, 0, enemy.MaxSpeed, 2, Terrain.EnemyLocation, Terrain.CurrentTreasureLocation);

                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value) // sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = GHOST_TREASURE_VAL * enemy.CarriedTreasureValue - Utils.Pow(pair.Value, 1.5) - Game.ManhattanDistance(pair.Key, enemy);
                                if (myPirate.HasPowerup(AttackPowerup.NAME))
                                {
                                    value *= ATTACK_POWERUP_MULTIPLYER;
                                }

                                ap.BurnInformation("Made in AttackEvent, against {0}, value: {1:F3}, case: ghost shielded treasure", enemy.Id, value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                    }
                }
                else if (enemy.PowerupCount > 0)
                {
                    /*double multiplier = 2 * game.GetMyPiratesInAttackRange(enemy, PirateState.Free).Count;
                     * multiplier += 4 * game.GetMyPiratesInAttackRange(enemy, PirateState.CarryingTreasure).Count;*/
                    double multiplier = 1;
                    if (game.GetMyPiratesInAttackRange(enemy, PirateState.Free).Count > 1 && game.GetMyPiratesInAttackRange(enemy, PirateState.CarryingTreasure).Count == 0)
                    {
                        multiplier = 8;
                    }

                    if (game.IsAttackPossible(myPirate, enemy) && enemy.TurnToSober == 0) //fire!
                    {
                        ActionsPack ap = ActionsPack.NewCommandPack(game, new AttackCommand(this.myPirate, enemy), base.Id);

                        double value = ENEMY_HAS_POWERUP;
                        if (myPirate.HasPowerup(AttackPowerup.NAME))
                        {
                            value = value * ATTACK_POWERUP_MULTIPLYER;
                        }
                        value = value * multiplier;

                        ap.BurnInformation("Made in AttackEvent, case: shoot powerup. Value: {0:F3}", value);

                        chooser.AddActionsPack(ap, value);
                    }
                    else if (Game.ManhattanDistance(myPirate, enemy) <= myPirate.MaxSpeed && myPirate.PowerupCount == 0)// ram
                    {
                        if (!isDouche)
                        {
                            if (!enemy.CanAttack && !enemy.CanDefend)
                            {
                                continue;
                            }
                            // ram his location
                            Location enemyLocation = enemy.Location; // assume enemy will shoot or defend, otherwise ramming is practically impossible

                            ActionsPack ap    = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, enemyLocation), base.Id);
                            double      value = ENEMY_HAS_POWERUP - Game.ManhattanDistance(myPirate, enemy);
                            value = value * multiplier;

                            ap.AddEnemyPirate(enemy);
                            ap.BurnInformation("Made in AttackEvent, case: ram powerup. Value: {0:F3}", value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }
                }
                //just attack a free pirate
                else if (enemy.State == PirateState.Free && Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius))
                {
                    if (!myPirate.CanAttack)
                    {
                        continue;
                    }

                    if (enemy.DefenseDuration > 0)
                    {
                        continue;
                    }

                    if (game.IsAttackPossible(this.myPirate, enemy))
                    {
                        ActionsPack ap = ActionsPack.NewCommandPack(game, new AttackCommand(this.myPirate, enemy), base.Id);

                        /*double multiplier = 2 * game.GetMyPiratesInAttackRange(enemy, PirateState.Free).Count;
                         * multiplier += 4 * game.GetMyPiratesInAttackRange(enemy, PirateState.CarryingTreasure).Count;*/
                        double multiplier = 1;
                        if (game.GetMyPiratesInAttackRange(enemy, PirateState.Free).Count > 1 && game.GetMyPiratesInAttackRange(enemy, PirateState.CarryingTreasure).Count == 0)
                        {
                            multiplier = 8;
                        }

                        double value = ENEMY_HAS_NO_TREASURE * multiplier;
                        if (myPirate.HasPowerup(AttackPowerup.NAME))
                        {
                            value = value * ATTACK_POWERUP_MULTIPLYER;
                        }

                        ap.BurnInformation("Made in AttackEvent, case: shoot regular. Value: {0:F3}", value);

                        chooser.AddActionsPack(ap, value);
                    }
                }
            }
        }
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            if (this.treasure.CarryingPirate == null)
            {
                return;
            }
            Pirate carrying = this.treasure.CarryingPirate;

            double multiplyer = Utils.Pow(1 - ((double)game.GetMyPiratesCount(PirateState.CarryingTreasure)) / game.GetMyPiratesCount(PirateState.Free, PirateState.CarryingTreasure), 2);

            multiplyer *= this.treasure.Value;

            switch (carrying.Owner)
            {
            case Owner.Enemy:
                if (game.GetMyPiratesCount(PirateState.Free) > 0)
                {
                    Pirate myClosestPirate = game.GetMyClosestPirates(carrying, PirateState.Free)[0];

                    foreach (Pirate free in game.GetMyPirates(PirateState.Free))
                    {
                        if (free == myClosestPirate)
                        {
                            continue;
                        }

                        var sailOptions = game.GetCompleteSailOptions(free, treasure.InitialLocation, Terrain.EnemyLocation, Terrain.CurrentTreasureLocation);

                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(free, pair.Key), base.Id);

                                ap.AddTreasure(treasure);

                                double returnDistance = Game.ManhattanDistance(free.InitialLocation, treasure);
                                double maxDistance    = game.Rows + game.Collumns;
                                double value          = (TREASURE_VALUE - Utils.Pow(pair.Value, 0.9)) * multiplyer * ((maxDistance - returnDistance) / (maxDistance));
                                if (myClosestPirate.HasPowerup(SpeedPowerup.NAME))
                                {
                                    value = value * SPEED_POWERUP_MULTIPLYER;
                                }

                                switch (GetDistanceCategory(game, myClosestPirate, Game.EuclideanDistance(carrying, myClosestPirate)))
                                {
                                case DistanceCategory.Close:
                                    value = value * ENEMY_HAS_TREASURE_ALLY_CLOSE;
                                    ap.BurnInformation("Made in GhostTreasureEvent, collecting treasure {0} from {1}, value: {2:F3}, case: close ally", treasure.Id, carrying.Id, value);
                                    break;

                                case DistanceCategory.Medium:
                                    value = value * ENEMY_HAS_TREASURE_ALLY_MEDIUM;
                                    ap.BurnInformation("Made in GhostTreasureEvent, collecting treasure {0} from {1}, value: {2:F3}, case: medium ally", treasure.Id, carrying.Id, value);
                                    break;

                                case DistanceCategory.Far:
                                    value = value * ENEMY_HAS_TREASURE_ALLY_FAR;
                                    ap.BurnInformation("Made in GhostTreasureEvent, collecting treasure {0} from {1}, value: {2:F3}, case: far ally", treasure.Id, carrying.Id, value);
                                    break;

                                default:
                                    continue;
                                }

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                    }
                }
                break;

            case Owner.Me:
                if (game.GetEnemyPiratesCount(PirateState.Free) > 0)
                {
                    Pirate closestEnemy = game.GetEnemyClosestPirates(carrying, PirateState.Free)[0];

                    if (Game.InAttackRange(carrying, closestEnemy, closestEnemy.AttackRadius + closestEnemy.MaxSpeed))
                    {
                        if (game.GetMyPiratesCount(PirateState.Free) > 0)
                        {
                            Pirate closestAlly = game.GetMyClosestPirates(carrying, PirateState.Free)[0];
                            if (Game.InAttackRange(carrying, closestAlly, closestAlly.AttackRadius) || Game.InAttackRange(closestAlly, closestEnemy, closestAlly.AttackRadius))
                            {
                                return;     // is safe by the power of escort
                            }
                            foreach (Pirate free in game.GetMyPirates(PirateState.Free))
                            {
                                var sailOptions = game.GetCompleteSailOptions(free, treasure.InitialLocation, Terrain.EnemyLocation, Terrain.CurrentTreasureLocation);

                                foreach (var pair in sailOptions)
                                {
                                    if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                                    {
                                        ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(free, pair.Key), base.Id);

                                        ap.AddTreasure(treasure);

                                        double returnDistance = Game.ManhattanDistance(free.InitialLocation, treasure);
                                        double maxDistance    = game.Rows + game.Collumns;
                                        double value          = (TREASURE_VALUE - Utils.Pow(pair.Value, 0.9)) * multiplyer * ((maxDistance - returnDistance) / (maxDistance));
                                        if (free.HasPowerup(SpeedPowerup.NAME))
                                        {
                                            value = value * SPEED_POWERUP_MULTIPLYER;
                                        }

                                        value = value * ALLY_ABOUT_TO_DIE;

                                        ap.BurnInformation("Made in GhostTreasureEvent, collecting treasure {0} from {1}, value: {2:F3}, case: dead ally", treasure.Id, carrying.Id, value);

                                        chooser.AddActionsPack(ap, value);
                                    }
                                }
                            }
                        }
                    }
                }
                break;

            default:
                break;
            }
        }